Maps in Dominions 6 have one characteristic feature: they are divided up into provinces. These provinces are delineated by the greyish lines. However, the lines are really only for your visual reference; the game engine does not use them in any way.
Instead, what is important is which province is a neighbor of which other province. You can see this by looking at the yellow dotted lines, they go between the neighboring provinces. The yellow lines should be seen by default, but if it is turned off, hitting the [Ctrl+8] key to Toggle Neighbors will turn it on again.
The table on this page shows all the display toggles that can be used to control what you see on the map.
Keyboard shortcuts to control map view
|go to home province
|go to Pretender / Disciple
|g / #
|goto province nbr
|zoom to cover screen
|zoom to fit entire map
|Page Up / Ctrl+Up
|Page Down / Ctrl+Down
|map filter menu
|toggle income box
|toggle thrones & events
|toggle my troops in allied provinces
|toggle allied troops in my provinces
|toggle province names
|toggle remote rituals
Provinces are designated by both a name and a number. The number can be used to quickly jump to provinces with the ‘g’ key, for goto province number.
All game mechanics in Dominions 6 are based on provinces. Movement is done from province to province. Units are recruited on a province-by-province basis. Each province has a number of attributes that govern its contribution to the game.
When a province is selected, you can see its attributes in a box on the right side of the screen, provided that you have some way of gaining this information (either through scouts, dominion influence or the proximity of friendly provinces). If you don’t have any way to gather this information, all you’ll get is the name and map number of the province. Most information about a province will be unavailable unless you actually own it (it is friendly to you, displaying your national flag).
If you have dominion over a province, you will be able to see its income and scales, even if you do not control it. Once you have scouted a province, the province name and location is remembered and you can always see it even if you do not have friendly units in it. For more information about how much information you will receive on any given province.
The province attributes shown in the main province screen break down as follows:
Terrain is shown in the top of the province info box. It is very important for determining how valuable that province will be in terms of income, resources, supply, and magic sites. Farmland tends to have high population (and therefore income) but low resources and few magic sites. Highlands tend to be just the opposite. See the Terrain Type Bonus table for details.
There can be multiple terrains in the same province in which case the bonuses add up. The River terrain indicates an abundance of freshwater in the province and applies to all lands adjacent to the river.
Terrain also allows or restricts multi-province movement.
There is a major distinction between land and underwater provinces. Underwater provinces cannot be entered by units without a special ability that allows it (such as amphibian, aquatic, or water-breathing), they do not contribute resources to fortresses on land and cannot be crossed by flying units. Units with sailing may cross water provinces, but may not remain there at the end of a turn.
Population determines income, and is affected by many factors: Growth/Death scales, patrolling, dominion, pillaging, and random events. The population in a province sets the base income from that province:
- Income Base = Population / 100
Click on the Population line to see the growth or death rate of the province’s population.
A province contributes its income rating to the owner’s treasury every turn. Income accumulates in the treasury. The number shown is after all modifications. Income is determined by multiple factors, including population, dominion scales, fortress administration, and unrest.
Bonuses for different terrain types
- Modified Income = (Population / 100) * (dominion scale modifiers) * (1 + fort administration / 200).
If the province has unrest, this number is:
- Final Income = Modified Income / (1 + (unrest * 0.02)
If a province cannot trace an unbroken line of friendly provinces back to a friendly fort, it does not produce income that turn. Taxation requires communication. In disciple games income can be traced through the territories of your allies.
The resource value of a province, representing raw materials needed to make weapons and armor. Resources are reduced by unrest, like income. Resources are collected by forts from neighboring provinces. A province only produces half of its potential resources for use in that province unless it contains a fort. The number shown is the number actually being produced, not the potential.
Note that in the capsule screen, resources are displayed as hammers. As a province’s resources are allocated to recruitment, the hammers in the capsule screen are progressively greyed out.
Resource availability in a province is reduced by unrest according to the formula
- Final Resources = Resources / (1 + unrest*0.01)
Thus, an unrest level of 100 means a province produces only one half of its normal resources. Furthermore, no units may be recruited in a province with an unrest level of 100 or greater.
Building a fort in a province greatly increases the number of resources available there.
Recruitment points represent the ability of populated areas to concentrate the resources necessary to recruit and equip forces. Recruitment points depend on the population present in a province, as follows:
Add up rows until you reach the population level in the province. Example: A province has a population of 6000. It will get 20+5000/100+1000/200 recruitment points.
The recruitment bonus for forts is then applied (e.g. +50% for palisades). Order scales also affect recruitment points by +10% per step.
This represents the religious dominance being exerted into that province. Only one pretender can have dominion in a given province. If it is positive, the dominion is yours and is represented by a white candle.
Negative dominion is someone else’s dominion, and is represented by a black candle. If you have a priest in a province with hostile dominions you will also get to know whose dominion it is.
The income, resources, and dominion in a province can be displayed (and toggled off) by hitting the [Ctrl-4] key. The hammers (resources) and standards (recruitment) become progressively greyed out as the player allocates them for production during a turn. Turning on the capsule screen can be a good way of scanning to see if there are any provinces with underallocated resources or production.
Unrest represents turmoil in a province and reduces both income and resources there. Unrest can be raised by random events, enemy spies, blood hunting, magic sites, certain targeted spells, or global enchantments. Unrest can be reduced by patrolling, province defense, order scales, magic sites or random events. Unrest will also negatively affects the chances of capturing blood slaves, or of successfully finding stealthy units by patrolling.
Once unrest reaches 100 it will no longer be possible to recruit any units or commanders from the province. The maximum amount of unrest is 500 or one point per 10 population, so once the population reaches zero there can no longer be any unrest.
The supply rating of a province determines how many units the province can support. If more units occupy a province than can be supplied by the indicated supply rating, starvation occurs. Units consume different amounts of supply based on their physical size (see Units for more information on this). The supply rating in a province is determined by multiple factors.
Population-based supply is calculated from the population present in a province, modified by the Growth/Death and Heat/Cold scales. The first 15,000 population in a province generates supplies at 1 supply point per 30 population.
Additional population generates 1 supply point per 60 population. This is modified by the Growth/Death scales (first) and the Heat/Cold scales (second) to arrive at a Population-Based Supply number.
Fortress-based supply depends on the province’s proximity to a fortress. If the province in question is within four provinces of a fort, fortress-based supply is added to the population-based supply calculated above. This depends on the fortress’ Admin rating (see section on fortresses below). Only the highest fortress-based supply is used if there is more than one nearby fortress.
- Supplies from forts = (Administration * 6) / (Distance + 1)
Example: A province with 21,000 population has Growth 1 and Heat 3 dominions in it. It generates 500 supply points for the first 15,000 population, and 100 supply points for the remaining 6,000 population for a total of 600 supply.
Supplies are increased by 20% for the Growth 1 dominion, increasing the total to 720. The Heat 3 dominion, however, reduces this amount by 30%, or 180 supply points, for a population-based supply of 540.
The province is also three provinces away from a Castle (Admin 30). This generates an additional 30 supply points. The province has a final supply value of 540 + 30 = 570.
The number of supplies being used by the units currently occupying a province is shown under Supply Usage. If there are not enough supplies in a province to supply all of the units currently occupying that province, starvation may occur.
If Supply Usage exceeds Supplies, starvation will occur. When this situation occurs a number of troops will start to starve. The supply consumption of the starving troops will be about as large as the deficit in supplies.
Starving units will become starving the first month (-4 morale penalty) and have a 5% chance of getting diseased. If they should be affected by starvation while they are already starving the chance of getting diseased is increased to 50%. Diseased units will take damage each month as usual, until they die.
Units with an appropriate survival skill have a 50% chance of being completely unaffected by starvation and another 50% chance of not getting diseased.
Starvation ends as soon as a there is no longer a lack of supplies, but diseased units will not get rid of the diseased condition.
Defense indicates the level of provincial defense present in a province. Raising provincial defense costs an amount of gold equivalent to the new level purchased. (Thus, level 2 costs 2 gold, going from level 2 to level 3 costs 3 gold, going from level 10 to level 11 costs 11 gold, and so on.) The first level of provincial defense is gain automatically and for free. Additional benefits are gained at levels 10, 15 and 20.
Provincial defense costs no upkeep, and is fully restored after a battle if the owner does not lose control of the province.
Provincial defense levels can be raised by clicking on the word Defense in the main province screen. Shortcut key [d]. Provincial defense levels cannot be voluntarily reduced.
However, it takes at least 10 population to support each point of province defense. Province defense will be automatically reduced to a level which can be supported by the population of the province.
The number of unburied corpses in a province. This is important for some spells (e.g. Raven Feast) and for raising undead. You can only see this information if you have a death mage or an undead priest in the province. If the nation’s normal priests can reanimate undead (a special property of certain nations), they can see the number of corpses, too.
Dominion scales are separate from dominion, although the two are related (see chapter on Dominion for more specific information). The level of dominion scales in a province is shown by icons/text in the main province window.
Much of this information can also be seen in the Nation Overview screen [F1], which will also show commanders and their locations. You can set defense and give orders in this screen, as well as use it to go directly to a province in the main map. This makes it quite useful. New players should get their [F1] fingers in shape. The specific finger used to access this screen may or may not be important.
Regardless of which province is selected, the national summary will be at the top of the screen. At the top is the name of your pretender god. Below the god’s name is the treasury that lists the total amount of money your nation has. Income is the total income prior to paying upkeep costs, which are shown in parentheses. In the upper left-hand corner is a symbol denoting the season. If you mouse over this it will tell you the exact season in the game and the current turn number. Press the Treasury button to see a list of all gold you have spent so far this turn.
All units in the game (except for most summoned units) cost upkeep each turn equal to their gold cost divided by 15.
Sacred units and slaves cost half as much upkeep (gold cost divided by 30). Press the Income button to see a list of all income and upkeep costs.
Magic Gem Inventory
Your gem inventory’s contents are displayed in the national summary, and you can go to the gem inventory screen by clicking on any of the gem icons. The current monthly gem income is show in parenthesis after each gem type.
Forts are structures which exist on the map and can be upgraded. Forts serve as collection points for resources, supply depots for distribution to surrounding provinces, and shelter for troops in the event of a siege. Each fortress type has different attributes.
The numbers for “Build” indicate gold/months required. Because each level of fort must be built on the previous one, the months listed are for that specific stage only. Thus, it would take 600 gold and four months to build a palisade, and then another 300 gold and two months to upgrade it to a fortress. The attributes don’t stack, so the admin, recruitment, supply, and wall integrity of the previous fort are replaced by the new one
The era (Early, Middle, or Late) of the game dictates what fort levels are available to most nations. The standard forts are: Early Age: fortress; Middle Age: castle; Late Age: citadel. Some nations (like Yomi) can only build primitive forts, while others (like EA Ermor) can build advanced forts compared to the standard of a particular era. The Nation Overview screen will inform you if the nation you are viewing has primitive or advanced forts.
Some nations, such as Marignon and Ulm in the middle era, have masons who are able to construct forts one level higher than normal. This is not specifically a nation trait, but simply a trait on a particular commander that happens to be available to that nation at that time. A commander with the mason trait can be used to construct higher level forts. The grand citadel is only available to those nations who can construct a citadel and also have a mason. It has the same icon as the citadel.
The admin value of a fort determines the percentage of resources from neighboring provinces that the fortress can collect. It also propagates supply into nearby provinces. The formula for this is (Administration * 6) / (Distance + 1). Thus, a fortress with admin 50 contributes 150 supply to adjacent provinces. Four provinces is the maximum distance for this supply propagation.
Administration also increases the income of a province by Admin / 2%. Thus, a fort with an Admin value of 30 would increase the income by 15% of any province in which it is built.
The admin value also propagates supplies to nearby provinces
The defense value of a fort represents the number of points of damage that must be done to a fort by an enemy siege before it can be attacked. Each turn a comparison is made between the strength of the sieging and besieged forces at a fortress. The difference between these forces determines the amount of damage done to the fortress’ defense value.
The supply value of a fortress determines only how many units can be supplied inside that fortress in the event of a siege. It does not affect the distribution of supply to surrounding provinces. Each turn a fortress is under siege, its supply value is divided by the length of the siege to determine the supply points available on that turn to the besieged units. Thus, on the fifth turn of a siege of a fortress with a supply value of 100, the fortress provides besieged units with 20 supply.
Castle Guards and Wall Defenders
Forts also have defense (termed Castle Guards and Wall Defenders) that will help defend the fort when it is being stormed. The Wall Defenders will be stationed on the walls and the Castle Guards will start behind the gate of the castle. These units will be replenished for each fight, just like normal province defence.
Castle Guards and Wall Defenders contribute to the repair strength of the defending army.
Wall Defenders also have the following attributes:
- Never run out of ammunition.
- Can be attacked from the stairs inside the walls, or by Flying or Ethereal units (or missiles – see below).
- 20% increased missile range.
- Some protection from missiles. The wall has the same defense as a tower shield, but it has a Protection value of 30. The defenders use the best of their own shield or the wall defense.
The number of Castle Guards and Wall Defenders depends on the fort level.
The statistics for each fort are listed when you click on the Fortification button in the province interface (also the [f] key). Some forts give bonuses to Commander Points and/or Recruitment Points, as listed in the section on fortress types.
How Forts Collect Resources
The calculations for provincial resources can seem confusing. The most important thing to remember is that a province’s resource pool only consists of half of that province’s potential resource production as long as it has no fort. A province will only gain the benefit of its full production when that province has a fort. Furthermore, once a province has a fort, the fort uses its Admin value to draw resources from adjacent provinces, within certain restrictions. These are:
- A land fort cannot draw resources from an adjacent sea province and vice versa.
- Forts cannot draw resources from adjacent provinces that also contain forts.
- No fort can draw resources from an adjacent enemy province.
Once you take these factors into account, it is relatively straightforward to calculate how provincial resources are affected by fort production. We follow this with an example, which was discovered to probably have been written by Ulmish masons while preparing a plan of attack against Arcoscephale during the many wars that plagued the Middle Era.
In the Early Spring of Year 5 of the Ascension Wars, Arcoscephale was building a fort in the province of Gaieta.
Before the fort was constructed, the resource situation looked as it does on the campaign map on this page. The province names and resource counts are listed. The black/white colors are simply for readability and have no other special meaning. Note that Gaieta has 31 resources available for use itself, and is adjacent to six other provinces: Tenvir, Solian, Livenmark, Lyratos, Cacevic Highlands, and Yrik Balkor. The last two provinces are mountain provinces and have comparatively more resources available.
After four months, the fort was constructed through the efforts of Asios, the Hoplite Commander, at a cost of 600 gold. The resource picture changed to the one depicted below.
How did the province of Gaieta become such a production powerhouse? For several reasons. First, the province was producing only half of its potential resources before, as it had no fort present.
Recall that when there is no fort located in the province, it has only half of that province’s potential resource production. Now that it has a Palisades located there, Gaieta is able to produce to its full potential of 61 resources. But this is still much less than the 125 shown! This is because the Palisades has an Admin value of 15, meaning it draws 15% of the resources present in each adjacent province. But if you add the resources shown on the map that are adjacent to Gaieta, and take 15% of these, you still don’t get to 125. What is happening? The answer is that the Admin value of a fort draws from the total potential resources of each adjacent province. Thus, Yrik Balkor has only 46 resources available for production in the province itself, but it has its full potential (92 resources) available for collection by the fort in Gaieta, and thus contributes 15% of 92, which is 13.8. Now you can see how the Palisades reaches an astonishing 125 in resource production: 62 + (54 + 32 + 80 + 76 + 98 + 92) * 0.15 = 64.8.
With some rounding, this becomes 63 and when added to 62 equals 125 resources available here.
In Late Spring of Year 6 of the Ascension Wars, Asios the Hoplite Commander completed another Palisades, this time in Yrik Balkor, and the resource map our scouts obtained changed again.
Of course Yrik Balkor’s resources went up dramatically, but why did Gaieta’s drop? Forts cannot draw resources from adjacent provinces that also contain forts. Thus, Gaieta loses the 15% of the 92 resources that were previously available for it from Yrik Balkor, which is 13.8, rounded down to 13, and 125 – 13 = 112, which is the new total for Gaieta. As for Yrik Balkor, it cannot draw from Gaieta, either. It does, however, draw from the remainder of its adjacent provinces, including the ones Gaieta is drawing from, if they are adjacent to both (like Tenvir and Cacevic Highlands). In Yrik Balkor’s case, this is (98 + 78 + 48 + 78 + 54) * 0.15 which equals 53.4, with rounding becomes 52 and when added to the base 92 produced by Yrik Balkor, equals 144 resources.
What if Asios built a fort in Pantokrator’s Bounty, across the river from Fowanshire? Could it collect Fowanshire’s resources? Yes. Even though the river is only crossable at the bridge, river traffic on small craft is sufficient to allow for resources to flow to the fort.
In Late Fall of Year 8 of the Ascension Wars, an army led by Balthazar, the Commander of Ulm, and his legions of Infantry of Ulm, Black Plate Infantry, and Guardians, as well as a squad of Sappers, besieged and stormed the forts at
Yrik Balkor, Gaieta, and Arcoscephale itself, for which Balthazar gained great renown and reputation as a hero of Ulm of the Middle Era. His deeds remain legendary.
Temples are the second of the three buildings you can construct in Dominions 6. Temples help you spread your dominion, either by directly inducing dominion spread [Exception: Mictlan, Early and Late Eras] or by providing a location for blood sacrifices (which are only available to certain nations – see the Dominion chapter). Temples also give priests a bonus when preaching.
A temple can only be built in a friendly province. If an enemy takes control of a province with another nation’s temple in it, the temple is immediately razed. If there was a temple in a province you captured, the razing will be reported in the turn’s events, along with the capture. Only one temple can exist in a province at a time. Temples cost 600 gold to build, although there are exceptions. Man and Marverni only pay half this cost for a temple. Pangeaea pays half in a forest province, while late age Gath pays double everywhere.
Clicking on the Temple button on the lower right of the screen tells you how much dominion you spread each turn and how likely it is to be successful. This is broken down into the number of spread chances per month. Each temple can spread dominion, as can the pretender, prophet, and nation’s home province. All of this is explained in detail in the Dominion chapter.
Laboratories (or labs) are the last building type available. Labs serve as magic gem collection points and centers of research. They allow mages in that province to perform the Research order, enable transfer of gems from the national inventory, and allow the casting of ritual spells. For a detailed description of these game elements, see Magic. Ritual spells can only be cast in a province with a laboratory.
Labs cost 600 gold to build, and some nations are able to build cheaper labs, such as Arcoscephale, as well as Pangeaea who pay half in forest provinces (just like their temples).
Magic sites are not buildings per se (although there are some sites which are buildings, such as the Firbolg Fortress and Jervellan Wall) but rather locations within a province that possess some special attribute, like magic gem production, unique unit recruitment, or other benefits. A province may have multiple magic sites, not all of which may be visible at once. Magic sites are more likely to be found in certain terrains like forests, wastes and deep seas and less likely in certain other terrains like plains and farmlands.
Magic sites do not necessarily appear when you capture a province. Instead, the sites must be discovered by searching. There are four levels of difficulty. A mage must have skill in the magic path of the site equal to the difficulty level of the site in order to find it when using the Search for Magic Sites order. Thus, a level 3 Nature mage will find any difficulty 1, 2 or 3 sites in a province when he/she searches, but will not find a difficulty 4 site. When searching, level 4 in a path is the highest level ever required to find a site. There are spells which will automatically reveal all sites of a given path in a province (for example, Haruspex reveals all Nature magic sites), or even all magic sites, period (Acashic Knowledge).
Some sites (like the Void Gate) allow certain types of units to enter them for certain benefits. Entering such sites is a movement order available to eligible commanders.
Sites which permit the recruitment of national units (such as the Forest of Avalon) only grant this ability to that nation (in this example, Man). Enemy players who capture such a site will still collect the magic gems produced by it (if any) but will not be able to recruit the special units.
There is no guarantee that a site will be usable to a player when found. A Cave may allow a Blood mage to recruit demons, but if the player has no Blood mages, he will not be able to use it.
A magic site may have some additional requirement before it becomes useful. For example, the Library allows the recruitment of sages, but not until you build a laboratory. The role-playing reasons for this should be obvious.
Not all magic sites have beneficial effects. Some are sources of chaos, death, or other negative powers. These may cause unrest or other ill effects, and will happen whether or not the magic site causing the trouble has been discovered.
Province defense (PD) is a way of protecting a province without actually stationing an army there. Defense is purchased at a cost of whatever the new defense level will be. You will get the first level of province defence for free, but the rest has to be purchased by spending gold equal to the level you are purchasing. So to buy the second level of province defense costs 2 gold, while the tenth costs 10 (and to get to 10, you have to buy the intervening levels as well, so ultimately a PD of 10 costs 2+3+4+5+6+7+8+9+10 = 54).
At defense level 1, a nation gets a commander and some troops. Each level of defense thereafter gives you more troops, which are shown as you increase your province defense. The maximum level of province defense is 100. At level 20 you get additional types of commanders and troops.
Every 10 points of province defense reduce unrest by 1 point in that province per turn. So 53 points of province defense would result is a recurring unrest reduction of 5 each turn.
Starting at level 15, province defense will have a chance of detecting stealthy units in that province. Each point of province defense above 15 gains one point of patrolling strength, so that a PD level of 25 has a patrol strength of 11. This is about the same as an equivalent number of patrolling infantry units.
A province can only support provincial defense if it has sufficient population. For every point of province defense, there must be 10 points of population. If this is not the case, province defense will be reduced accordingly at the end of the turn. This is the only way in which province defense can be reduced, other than having the province be captured, which wipes out all existing province defense, or relinquished (in disciple games), which reduces provincial defense by 25%. Once you have built province defense, you cannot reduce it in future turns. The down arrow does not work then.
Certain undead nations (e.g. Ermor – Ashen Empire) can have province defence without having any population to support it. In provinces without a fort they will have 1 point of PD (usually only a single undead commander), in provinces with a fort they can have up to 100 PD (consisting of undead soldiers).
Unrest represents people being unhappy with the ruler of the province. This can be the result of many different unhappiness-generating events: a difference between the nation which controls the province and the one that exerts dominion over it will do it, since the people worship one god but are ruled by another. Blood hunting will definitely do it – imagine how happy you would be if someone came through your village and rounded up a bunch of young virgins for a blood sacrifice. Enemy spies and bards can do it because that is their job. Random events such as ill omens can cause unrest to increase. You should consider whether an ill omen would make you uneasy as well.
Unrest reduces the amount of income and resources a province generates. A province with unrest of 100 or greater will not permit the recruitment of new units. Thus, you can shut down an opponent’s production by destabilizing his or her provinces.
Mercenaries are units who are willing to fight for gold. They sell their services to the highest bidder. They are hired for a period of three months (turns). Clicking on the Mercenaries button will display the mercenaries available for hire, as well as currently hired mercenaries, their employer (indicated by the national flag) and the time of service remaining. When a mercenary band’s contract runs out, it will again become available for hire, except on that turn only, the previous employer’s bid counts double. It is only good for that turn, and if the mercenaries are hired by someone else, the bonus is lost and instead that nation will gain the bonus when those mercenaries complete their contract.
Some nations get a discount on the price for certain mercenary bands and some nations (e.g. Ermor – Ashen Empire) must pay more for most bands.
Scouting and Scrying
Players will not necessarily have any information about a province besides what it depicted on the actual map. There are many ways to gather information about provinces, and these methods differ in what information is learned.
Scout in province
Reveals owner, military info, fort constructions, and the province history. Reveals temperature of current and neighboring provinces
Priest in province
As scout + dominion strength and dominion owner
Spy in province
As scout + income, supplies, magic sites, unrest, province defense level and more accurate military info than an ordinary scout
Dominion in province
Reveals owner, income, temperature. Reveals dominion strength of neighboring provinces
Scrying a province
Reveals owner, very accurate military info, income, supplies, magic sites, province defense level, history, temperature, dominion strength, dominion owner, fort constructions, unrest
Owning a province
Reveals everything about the province. Reveals location and name for provinces 1-3 steps away. Early era only reveals names of neighboring provinces, middle era reveals name of provinces two steps away, late era reveals the names of provinces up to three steps away. Reveals owner, unreliable military info and temperature for neighboring provinces.